- Proper book-keeping is a must. I spent quite a bit of time flicking backwards and forwards in the warhammer armies book checking stats for the various units/creatures
- Magic can be really powerful - the level 4 Bretonnian Wizard took out the chaos army general and 3 chaos warriors (out of a unit of five) by casting a ravine spell under them. That changed the whole game.
- Engines of war can be devastating. Both sides engines caused significant damage which was well in excess of their cost. I can understand why GW changed the rules for cannon late in 3rd edition.
- Flying creatures that cause fear are equally devastating - the manticore and hippogriff made mincemeat of the level 4 Bretonnian wizard and +1 elite cavalry respectively. As one shot units they have to be used carefully but if they are well...
- Take care using mounted troops near the table edge because if they rout in all likelihood they will rout off the table before you can attempt to rally them.
- Don't use expensive characters to do risky things - the level 3 chaos sorcerer was sucked into the void trying to summon a demon horde. Given there is a 1 in 6 chance of this happening the upside (the summoning actually works) may not be worth it.
Friday, 5 September 2014
Carnage - a quick summary of the test game
Only a quick post tonight and no pics yet - I'll post up a few with some comments over the weekend. Here is what I learned (in no particular order):
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3rd edition Magic...yeah.
ReplyDeleteWe seriously limit its use (no Wizard above level 1 or 2, random spells, some spells we simply banned ;-) ) and sometimes we don't use magic at all. Better have a GM if you use it.
For the book keeping, making a "roster sheet" of everything in your army is well worth the time.
I understood why GW limited magic to levels 1 and 2 for competition games back in the day (I remember reading battle reports in white dwarf which noted this).
DeleteAnd I will be preparing roster sheets next time.